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mutter-performance-source/tests/conform/test-texture-fbo.c
Emmanuele Bassi 96440acffe texture: Deprecate the new_from_actor() function
Now that we have proper offscreen and shader handling using the
ClutterEffect API, we can finally deprecate this hard to bind, easy
to break function.
2011-07-08 12:08:19 +01:00

255 lines
7.7 KiB
C

#undef CLUTTER_DISABLE_DEPRECATED
#include <clutter/clutter.h>
#include <cogl/cogl.h>
#include "test-conform-common.h"
#define SOURCE_SIZE 32
#define SOURCE_DIVISIONS_X 2
#define SOURCE_DIVISIONS_Y 2
#define DIVISION_WIDTH (SOURCE_SIZE / SOURCE_DIVISIONS_X)
#define DIVISION_HEIGHT (SOURCE_SIZE / SOURCE_DIVISIONS_Y)
static const ClutterColor
corner_colors[SOURCE_DIVISIONS_X * SOURCE_DIVISIONS_Y] =
{
{ 0xff, 0x00, 0x00, 0xff }, /* red top left */
{ 0x00, 0xff, 0x00, 0xff }, /* green top right */
{ 0x00, 0x00, 0xff, 0xff }, /* blue bottom left */
{ 0xff, 0x00, 0xff, 0xff } /* purple bottom right */
};
static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
typedef struct _TestState
{
ClutterActor *stage;
guint frame;
} TestState;
static ClutterActor *
create_source (void)
{
int x, y;
ClutterActor *group = clutter_group_new ();
/* Create a group with a different coloured rectangle at each
corner */
for (y = 0; y < SOURCE_DIVISIONS_Y; y++)
for (x = 0; x < SOURCE_DIVISIONS_X; x++)
{
ClutterActor *rect = clutter_rectangle_new ();
clutter_actor_set_size (rect, DIVISION_WIDTH, DIVISION_HEIGHT);
clutter_actor_set_position (rect,
DIVISION_WIDTH * x,
DIVISION_HEIGHT * y);
clutter_rectangle_set_color (CLUTTER_RECTANGLE (rect),
corner_colors +
(y * SOURCE_DIVISIONS_X + x));
clutter_container_add (CLUTTER_CONTAINER (group), rect, NULL);
}
return group;
}
static void
pre_paint_clip_cb (void)
{
/* Generate a clip path that clips out the top left division */
cogl_path_move_to (DIVISION_WIDTH, 0);
cogl_path_line_to (SOURCE_SIZE, 0);
cogl_path_line_to (SOURCE_SIZE, SOURCE_SIZE);
cogl_path_line_to (0, SOURCE_SIZE);
cogl_path_line_to (0, DIVISION_HEIGHT);
cogl_path_line_to (DIVISION_WIDTH, DIVISION_HEIGHT);
cogl_path_close ();
cogl_clip_push_from_path ();
}
static void
post_paint_clip_cb (void)
{
cogl_clip_pop ();
}
static gboolean
validate_part (TestState *state,
int xpos, int ypos,
int clip_flags)
{
int x, y;
gboolean pass = TRUE;
/* Check whether the center of each division is the right color */
for (y = 0; y < SOURCE_DIVISIONS_Y; y++)
for (x = 0; x < SOURCE_DIVISIONS_X; x++)
{
guchar *pixels;
const ClutterColor *correct_color;
/* Read the center pixels of this division */
pixels = clutter_stage_read_pixels (CLUTTER_STAGE (state->stage),
x * DIVISION_WIDTH +
DIVISION_WIDTH / 2 + xpos,
y * DIVISION_HEIGHT +
DIVISION_HEIGHT / 2 + ypos,
1, 1);
/* If this division is clipped then it should be the stage
color */
if ((clip_flags & (1 << ((y * SOURCE_DIVISIONS_X) + x))))
correct_color = &stage_color;
else
/* Otherwise it should be the color for this division */
correct_color = corner_colors + (y * SOURCE_DIVISIONS_X) + x;
if (pixels == NULL ||
pixels[0] != correct_color->red ||
pixels[1] != correct_color->green ||
pixels[2] != correct_color->blue)
pass = FALSE;
g_free (pixels);
}
return pass;
}
static void
validate_result (TestState *state)
{
int ypos = 0;
if (g_test_verbose ())
g_print ("Testing onscreen clone...\n");
g_assert (validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 0));
ypos++;
#if 0 /* this doesn't work */
if (g_test_verbose ())
g_print ("Testing offscreen clone...\n");
g_assert (validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 0));
#endif
ypos++;
if (g_test_verbose ())
g_print ("Testing onscreen clone with rectangular clip...\n");
g_assert (validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, ~1));
ypos++;
if (g_test_verbose ())
g_print ("Testing onscreen clone with path clip...\n");
g_assert (validate_part (state, SOURCE_SIZE, ypos * SOURCE_SIZE, 1));
ypos++;
/* Comment this out if you want visual feedback of what this test
* paints.
*/
clutter_main_quit ();
}
static void
on_paint (ClutterActor *actor, TestState *state)
{
int frame_num;
/* XXX: validate_result calls clutter_stage_read_pixels which will result in
* another paint run so to avoid infinite recursion we only aim to validate
* the first frame. */
frame_num = state->frame++;
if (frame_num == 1)
validate_result (state);
}
static gboolean
queue_redraw (gpointer stage)
{
clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
return TRUE;
}
void
test_texture_fbo (TestConformSimpleFixture *fixture,
gconstpointer data)
{
TestState state;
guint idle_source;
gulong paint_handler;
ClutterActor *actor;
int ypos = 0;
state.frame = 0;
state.stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (state.stage), &stage_color);
/* Onscreen source with clone next to it */
actor = create_source ();
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE);
actor = clutter_texture_new_from_actor (actor);
clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
ypos++;
/* Offscreen source with clone */
#if 0 /* this doesn't work */
actor = create_source ();
actor = clutter_texture_new_from_actor (actor);
clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
#endif
ypos++;
/* Source clipped to the top left division */
actor = create_source ();
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE);
clutter_actor_set_clip (actor, 0, 0, DIVISION_WIDTH, DIVISION_HEIGHT);
actor = clutter_texture_new_from_actor (actor);
clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
ypos++;
/* Source clipped to everything but top left division using a
path */
actor = create_source ();
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
clutter_actor_set_position (actor, 0, ypos * SOURCE_SIZE);
g_signal_connect (actor, "paint",
G_CALLBACK (pre_paint_clip_cb), NULL);
g_signal_connect_after (actor, "paint",
G_CALLBACK (post_paint_clip_cb), NULL);
actor = clutter_texture_new_from_actor (actor);
clutter_actor_set_position (actor, SOURCE_SIZE, ypos * SOURCE_SIZE);
clutter_container_add (CLUTTER_CONTAINER (state.stage), actor, NULL);
ypos++;
/* We force continuous redrawing of the stage, since we need to skip
* the first few frames, and we wont be doing anything else that
* will trigger redrawing. */
idle_source = g_idle_add (queue_redraw, state.stage);
paint_handler = g_signal_connect_after (state.stage, "paint",
G_CALLBACK (on_paint), &state);
clutter_actor_show_all (state.stage);
clutter_main ();
g_signal_handler_disconnect (state.stage, paint_handler);
g_source_remove (idle_source);
/* Remove all of the actors from the stage */
clutter_container_foreach (CLUTTER_CONTAINER (state.stage),
(ClutterCallback) clutter_actor_destroy,
NULL);
if (g_test_verbose ())
g_print ("OK\n");
}